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Gamification Tools to Facilitate Student Learning Engagement in Higher Education: A Burden or Blessing?

Gamification Tools to Facilitate Student Learning Engagement in Higher Education: A Burden or Blessing?
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Author(s): Mark Schofield (UK Academic Consultations, UK)
Copyright: 2021
Pages: 15
Source title: Fostering Communication and Learning With Underutilized Technologies in Higher Education
Source Author(s)/Editor(s): Mohammed Banu Ali (Institute of Management, University of Bolton, UK)and Trevor Wood-Harper (University of Manchester, UK)
DOI: 10.4018/978-1-7998-4846-2.ch002

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Abstract

Gamification is a novel technology that can potentially motivate student learning. This chapter reflects on the implementation of a gamified application to support students' learning in terms of learning important facts concerning their study program. The scope of the chapter refers to two design features in which tests were conducted on the different configurations in a field experiment among UK university students. The initial feature identified was feedback, where it was anticipated that engagement would increase, with tailored feedback having a greater impact than generic feedback. The next feature identified was circumventing users from binge gaming through session limits, as this may potentially prevent deep learning. The findings suggest that tailored feedback was less effective than generic feedback, contradicting the initial anticipation. Session limits were found to not circumvent binging without a reduction in sessions. The findings suggest that gaming properties of gamified applications could impact sustaining and encouraging play.

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